Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by danieltranca · Nov 04, 2015 at 06:53 PM · serializationcustom editorgenerics

I need a dictionary for a custom inspector

So I need a dictionary structure to save things in a custom editor. I know that dictionaries are not allowed so I tried to create my own type, finding out that neither generics are allowed. But List is. So starting from this I have created a class that extends the List and add a small functionality that allows me to treat this object as a Dictionary. Here's the code:

 public class CustomDictionary : List<CustomDictionaryItem>
 {
     public void Add (string key, UnityEngine.Object value)
     {
         this.Add (new CustomDictionaryItem (key, value));
     }

     public bool ContainsKey (string key)
     {
         return this.Any (sdi => sdi.Key == key);
     }
     
     public bool Remove (string key)
     {
         return this.RemoveAll (sdi => sdi.Key == key) != 0;
     }

     public UnityEngine.Object this [string key] {
         get {
             if (ContainsKey (key))
                 return (UnityEngine.Object)this.First (sdi => sdi.Key == key).Value;
             return null;
         }
         set {
             if (ContainsKey (key)) {
                 CustomDictionaryItem item = this.First (sdi => sdi.Key == key);
                 item.Value = value;
             } else
                 Add (key, value);
         }
     }

     public List<string> Keys {
         get {
             return this.Select (sdi => sdi.Key).ToList ();
         }
     }

     public List<UnityEngine.Object> Values {
         get {
             return this.Select (sdi => (UnityEngine.Object)sdi.Value).ToList ();
         }
     }
 }

 [Serializable]
 public class CustomDictionaryItem
 {
     [SerializeField]
     private string m_key;

     public string Key{ get { return m_key; } set { m_key = value; } }

     [SerializeField]
     private UnityEngine.Object m_value;

     public UnityEngine.Object Value{ get { return m_value; } set { m_value = value; } }

     public CustomDictionaryItem (string key, UnityEngine.Object value)
     {
         m_key = key;
         m_value = value;
     }
 }

I would like it to be typed to be honest(instead of UnityEngine.Object) but I tried to remove the generics in hope that it would work. It doesn't. The values are not saved after the game is started.

PS: this "public List m_customDictionary;" works ok, as it should, but does not have the functionality that I want. Any ideas? Thank you!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Finding property with serializedObject on script with a generic 0 Answers

Editor changes lost when entering Playmode 0 Answers

Is the class derived/inherited from generic list serializable? 1 Answer

Custom Editor serializing data in prefab instance. 0 Answers

Custom editor: Drawing generic properties 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges